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Post by Zagdag on Mar 13, 2017 22:32:34 GMT
So with destruction initiative I have been fielding more reflex servitors. Going Dug In they are harder to remove with shooting which makes them good shield guard cannidates. The same is true for contesting zones. However I feel I am not using them to their full potential.
I commonly hear about a tactic of using two ranks of reflexes, one in front of the other, so that the second rank can counter charge and help the first. I have heard of this even in higher level play but haven't seen it done in person. What am I missing about this tactic? The servitors lose "Dig In" when engaged, so MOST of the time you will just end up blowing up your own servitor with the second rank model meaning you lose two models instead of one just to kill one model. There are times when you can charge an engaging model from far enough away that you can the first rank model is out of the blast but thats only if they have reach and used it.
How is this tactic supposed to work?
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Post by javaman21011 on Mar 14, 2017 1:09:09 GMT
Really depends on your opponent, if they are smart they will charge a front row servitor with a couple of cheaps dudes to goad you into making a hole in your line. Or they might charge a heavy into the first row to just flat out destroy it and your MAT5/POW14 ain't gonna scratch it.
TBH the Reflex line should be used as follows: charge-lane blockers, shield guards, and zone/flag contesting. The only time you should use detonation is if you are attacking something important that could potentially die with POW14/Blast7, otherwise it's not worth it to counter charge with a piddling servitor. Counter charge is amazing with Axis, Iron Aggression and Inverters, because in that situation you are using something heavy hitting, that does knockdown and has a high chance of hitting.
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Post by Korianneder on Mar 14, 2017 12:27:49 GMT
Really depends on your opponent, if they are smart they will charge a front row servitor with a couple of cheaps dudes to goad you into making a hole in your line. Or they might charge a heavy into the first row to just flat out destroy it and your MAT5/POW14 ain't gonna scratch it. TBH the Reflex line should be used as follows: charge-lane blockers, shield guards, and zone/flag contesting. The only time you should use detonation is if you are attacking something important that could potentially die with POW14/Blast7, otherwise it's not worth it to counter charge with a piddling servitor. Counter charge is amazing with Axis, Iron Aggression and Inverters, because in that situation you are using something heavy hitting, that does knockdown and has a high chance of hitting. Counter charge can also be used to get your reflex servitors in better position to contest. I've counter charged a reflex servitor into a zone, ran into my own model that was already in the zone, and then didn't have to explode because I didn't get to my charge target to make a charge attack. But now I have another model in the zone, contesting. Counter charge is a very flexible tool.
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Post by javaman21011 on Mar 14, 2017 23:41:45 GMT
Counter charge can also be used to get your reflex servitors in better position to contest. I've counter charged a reflex servitor into a zone, ran into my own model that was already in the zone, and then didn't have to explode because I didn't get to my charge target to make a charge attack. But now I have another model in the zone, contesting. Counter charge is a very flexible tool. That seems really janky... you basically have a medium/small base in front. Then you charge a larger target and force a movement situation such that you are not in melee and fail a charge? You just popped out of dug-in and are DEF12? Is that useful?
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dude
Baby's First Wargame
Posts: 5
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Post by dude on Mar 15, 2017 1:04:19 GMT
Counter charge can also be used to get your reflex servitors in better position to contest. I've counter charged a reflex servitor into a zone, ran into my own model that was already in the zone, and then didn't have to explode because I didn't get to my charge target to make a charge attack. But now I have another model in the zone, contesting. Counter charge is a very flexible tool. That seems really janky... you basically have a medium/small base in front. Then you charge a larger target and force a movement situation such that you are not in melee and fail a charge? You just popped out of dug-in and are DEF12? Is that useful? Seems useful if you end up denying your opponent a control point
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Post by Korianneder on Mar 15, 2017 3:00:37 GMT
That seems really janky... you basically have a medium/small base in front. Then you charge a larger target and force a movement situation such that you are not in melee and fail a charge? You just popped out of dug-in and are DEF12? Is that useful? Seems useful if you end up denying your opponent a control point Exactly. Sometimes your opponent gets blindsided trying to clear out a zone to score a point and they don't notice this extra model coming in at the last minute. Sometimes they can still clear it out but they have to send another attack into a model they were going to ignore. It doesn't even have to be a larger target. A single small base can't block line of sight from a small base to another small base. If you're careful with scenario it actually comes up more frequently then you'd think.
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Post by whiskeydave on Mar 15, 2017 16:49:08 GMT
"Counter charge can also be used to get your reflex servitors in better position to contest. I've counter charged a reflex servitor into a zone, ran into my own model that was already in the zone, and then didn't have to explode because I didn't get to my charge target to make a charge attack. But now I have another model in the zone, contesting. Counter charge is a very flexible tool." That is an interesting notion I had not considered. Do you HAVE TO attack on a counter-charge? Can you declare a charge and reach melee range and choose to NOT attack? I do not have access to rules here, but I have to face imperatus often enough that I love the idea of extra blockers appearing out of no where... I fear the answer will be that I MUST attack and will therefore need to resort to approaches like the above, where I need a particular angle of attack that causes me to be unable to attack...
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Post by javaman21011 on Mar 15, 2017 18:22:45 GMT
If you reach your target I think you have to attack.
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Post by javaman21011 on Mar 16, 2017 19:16:12 GMT
I realized today that having 2 or 3 servitors per front-line heavy is useful. I was playing against Kaya3 and her feat basically gives ghostly. Should have blocked more charge lanes!
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zagdag
Baby's First Wargame
Posts: 6
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Post by zagdag on Mar 17, 2017 16:29:28 GMT
Likewise, I have been using them to block lanes. I was thinking today about how stupidly far they can Jam under DI theme and putting them infront of something to block its movement or force the opponent to use clock/activation to remove them is nice. Still, being dug in behind something that I want to shield guard is pretty legit.
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Post by javaman21011 on Mar 17, 2017 20:51:53 GMT
Yea being dug in behind a heavy helps protect against errant AOEs, but they're helpless to sprays. I think sprays ignore cover and concealment?
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Post by heckler on Mar 18, 2017 7:11:40 GMT
they do. but as always, you have to augment your plays based on what is on the other side of the table.
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